The spritebatch tag has no usage guidance.
1
vote
1answer
58 views
Rendering Performance: num Draw Calls == num Texture Bindings
I'm making a game with Libgdx 1.6.4 and experience some lag issues on iPhone 4 and then discovered:
// in the constructor
GLProfiler.enable();
...
// in the render method
Gdx.app.debug("draw ...
0
votes
1answer
86 views
XNA 2D rotation Matrix offset/origin
I'm currently struggling with finding the offset for my original camera translation after I have applied a rotation for it.
transform = Matrix.CreateScale(new Vector3(1, 0.75f, 1))
...
0
votes
1answer
33 views
I can't understand the batcher.draw at libgdx [closed]
here is the code:
batcher.draw(birdMid, bird.getX(), bird.getY(), bird.getWidth() / 2.0f,
bird.getHeight() / 2.0f, bird.getWidth(), bird.getHeight(),
1, 1, ...
1
vote
1answer
46 views
How can I add a transparent overlay to a UI in libGDX?
I am attempting to use the following code
shapeRenderer.begin(ShapeRenderer.ShapeType.Filled);
shapeRenderer.setColor(3,3,3,.3f);
shapeRenderer.rect(0,0,gameWidth,gameHeight);
...
0
votes
0answers
20 views
Scaling/Zooming a SpriteBatch
I am working on my first game with LibGDX and coming from ActionScript3 I am used with the possibility of scaling things more or less the way I want. I know it works different in LibGDX, but I can't ...
1
vote
1answer
468 views
How can I do sprite batching in SFML?
I'm new to game dev and using SFML. I need to use lots of sprites at the same time, so I will probably need sprite batching.
I know that sprite batching is used to draw multiple sprites with a single ...
0
votes
0answers
20 views
function of spriteBatch and Game1.draw method in XNA [duplicate]
I'm supposed te create a game for school in java but I already programmed games in XNA before this. Thats why I started reproducing the XNA framework (only gametime spritebatch and game1 class)
I ...
-2
votes
1answer
150 views
SharpDx Custom effect in SpriteBatch
I'm trying to port a blur effect from an XNA project over to SharpDx, and I get a "Null Reference Exception" wich I'm unable to find the reason for.
private void blurShadow(RenderTarget2D to, ...
3
votes
2answers
82 views
In XNA 4, how can I access SpriteBatch's transformMatrix in my shader?
I would like to use a custom effect with a regular XNA SpriteBatch. I have a 2D camera which computes a transform matrix, so I need my shader to take this into account.
I have put a world matrix ...
5
votes
1answer
209 views
Multiple SpriteSheets break batching
The problem: I can't fit all my 2d animation sprites for all units and environment in 1 spritesheet.
Everything batches fine until I use two spritesheets... I noticed the following : all units from ...
1
vote
1answer
313 views
Set color by uniform per sprite using libGDX SpriteBatch
I am using a SpriteBatch to render large amounts of sprites very fast. Now I want to modify the sprites with shaders to tint them in a color.
Problem 1: Altering an uniform by getting the shader and ...
2
votes
1answer
81 views
Cancel a SpriteBatch I've started drawing
Background:
I'm working on a control library for XNA to use in a couple game clients I've written. The way I've implemented Dialogs is to have them derive from the base XNAControl class.
XNAControl ...
2
votes
2answers
959 views
Sprite draw-order in libgdx
From other frameworks I know methods for easy ordering sprites within a spritebatch (to determine if a sprite has to be drawn in front or behind another sprite). For example in MonoGame/XNA this is ...
0
votes
1answer
66 views
Batching and object's transformation
I'm trying to implement batching in my game (Sprite batching and 3D Mesh batching), I've read a lot of documentation about that but I don't understand something:
When each object have is own ...
2
votes
1answer
333 views
Failing Screen Resize Method
So I want my game to draw to a specific "optimal" size and then be stretched to fit screens that are a different size. I'm using LibGDX and figured that I could just draw everything to a FrameBuffer ...
2
votes
4answers
387 views
LibGDX - SpriteBatch's .draw() method requiring float[]
Please excuse my lack of knowledge with LibGDX, as I have just started learning it.
I am going through some simple tutorials, and in one of them, I draw a string onto the screen like so:
// the ...
2
votes
1answer
792 views
Setting uniform value of a vertex shader for different sprites in a SpriteBatch
I'm using libGDX and currently have a simple shader that does a passthrough, except for randomly shifting the vertex positions. This shift is a vec2 uniform that I set within my code's render() loop. ...
2
votes
1answer
164 views
SpriteBatch, trying to reduce draw calls
This my main draw call:
Matrix Camera_transformation = player_camera_.GetTransformation();
// Background - AlphaBlend
spritebatch.Begin(SpriteSortMode.Deferred, ...
0
votes
1answer
822 views
libGDX SpriteBatch reuse
Using libGDX, sprites or simply texture regions must be inserted into the batch for drawing:
void render()
{
batch.begin();
batch.draw(...);
batch.end();
}
Is the VBO being uploaded ...
0
votes
1answer
106 views
XNA 4.0 - Strange Behavior when using RenderTarget2D
My Problem is similar to XNA 4.0 - Why does using a RenderTarget2d cause transparency on models?.
I want to render my scene to a Texture2D and then draw the texture.
If I set no RenderTarget at all ...
0
votes
1answer
202 views
How do I right-align text?
I'm using SpriteBatch.DrawString, which seems to not have an overload for text alignment. How can I draw aligned text?
1
vote
0answers
133 views
Rotating SpriteBatch clockwise [closed]
I have developed a 2D game that looks great on the Android. Now I want to make it cross-platform. For this I need to literally rotate everything when it is on desktop. I tried to do that by rotating ...
4
votes
2answers
2k views
SDL2 sprite batching and texture atlases
I have been programming a 2D game in C++, using the SDL2 graphics API for rendering. My game concept currently features effects that could result in even tens of thousands of sprites being drawn ...
0
votes
1answer
78 views
Issue with calling Spritebatch in XNA 4.0 Game [closed]
So, I am creating a game in XNA 4.0, using the program Microsoft Visual C# Studio Express 2010.
The issue I am having: I have the entire game done, and there is no reason why it should not be ...
-1
votes
1answer
107 views
XNA - Spritebatch Drawing Order
I'm new in this and I'm making XNA game. I have problem with the spritebatch drawing order. To be explained : I click button to open inventory and I need all drawing to be behind my inventory layout. ...
2
votes
2answers
395 views
Batching and Z-order with Alpha blending in a 3D world
I'm working on a game in a 3D world with 2D sprites only (like Don't Starve game). (OpenGL ES2 with C++)
Currently, I'm ordering elements back to front before drawing them without batch (so 1 element ...
5
votes
1answer
597 views
Spritebatch Vertex shader world matrix change after each draw
I have a spritebatch where I draw some textures transformed in 3d space.
The easy way was just Begin with the transformation matrix, draw, and end it right after.
But that is silly, so I'm trying ...
3
votes
1answer
404 views
Is multipass rendering possible with SpriteBatch?
I'm trying to implement a bloom effect. This requires three shader passes: a brightness threshold, a horizontal blur, and a vertical blur. It also requires resizes, but these are irrelevant to the ...
0
votes
2answers
540 views
Batching elements
I don't understand exactly how batching works.
What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
0
votes
2answers
2k views
SpriteBatch being drawn outside of Stage?
Currently working on my first game, though running into some problems with libgx and screen aspect ratio.
What I have is a Stage which contains things like menu buttons etc, and the rest of the game ...
4
votes
1answer
2k views
OpenGL ES 2.0. Sprite Sheet Animation
I've found a bunch of tutorials on how to make this work on Open GL 1 & 1.1 but I can't find it for 2.0.
I would work it out by loading the texture and use a matrix on the vertex shader to move ...
1
vote
2answers
227 views
Spritebatch not working in winforms
I'm using the Winforms sample on the app hub and everything is working fine except my spritebatch won't draw anything unless I call Invalidate in the Draw method. I have this in my initialize method:
...
0
votes
1answer
283 views
Monogame/SharpDX Texture2D doesn't hold value
The problem I have discovered is most likely between classes, so I dont really have much option but to post the whole code here:
https://www.dropbox.com/sh/smyw9t1ap3by2vd/pBX-aJJ-Qx
I have been ...
1
vote
1answer
267 views
Batching and performances
I'm trying to understand batching and I'm not sure to understand how to do that, can I have more informations please? Here is what I found for the moment:
Batching informations
There is many types ...
0
votes
2answers
243 views
XNA Texture2D positioning problem
I'm currently stuck on something that just seems extremely odd. I'm creating a game with kinect, and when the player performs an action I want to place a texture onto the screen where their hand is.
...
5
votes
1answer
522 views
How to optimize SpriteBatch usage?
From what I understand, SpriteBatch's purpose is to batch as many draw operations to send to the GPU. Each batch can handle one texture at a time, and changing SpriteBatch context/texture is ...
3
votes
1answer
104 views
center point of a text?
i'm drawing a text using a spritefont and the draw.string function of the spritebatch object. in some point, i need to augment the size of the text, so i use a variable to scale it. all this is ...
0
votes
1answer
135 views
My Sprite Rectangle moves, but my sprite doesn't
Here's the issue, When I build, everything loads fine, everything works, but then, when you enter the game, the sprite is there. However, The sprite does not move, the sprite RECTANGLE does. Meaning ...
4
votes
1answer
3k views
Libgdx sprite rotation (image quality)
This one is probably really simple but I didn't find a solution.
I'm trying to create a widget (speedometer) with libgdx.
For the arrows I'm using the setRotation() function.
But when the image is ...
-2
votes
1answer
383 views
XNA rendertarget sprite batch problem [closed]
When using this code:
public static Texture2D ShowHealthBar(SpriteBatch spriteBatch,Texture2D empty, Texture2D full, float health)
{
spriteBatch.Begin();
RenderTarget2D ...
0
votes
1answer
725 views
Drawing more that one quad with only one glDrawArray call…?
Edit
After initially thinking that my sprite batch test was faster than calling each sprite individually, it appears that is not the case!! :-(
With a single set of GL calls for a each sprite, I can ...
1
vote
1answer
652 views
Love2D : How can I keep up with lots of small sprites' collision data?
So I'm using a SpriteBatch to keep up with lots of small pieces for a falling-piece puzzle game. I have an array of Quads (for different color blocks), and they are randomly added to the ...
0
votes
3answers
689 views
How can SpriteBatch use a single texture/asset as multiple independent objects/instances
I'm using LibGDX to create a game, but I'm encountering a problem with SpriteBatch. Whenever two objects that use the same image for their sprite come onto the screen, the new object replaces the old ...
2
votes
1answer
116 views
SpriteBatch.Draw with scale or rotation trigger a new batch?
I recently read that any transformation changes will cause a new batch to be triggered.
So, if I have 10 Sprites and each has a different rotation or scale will there be 10 batches sent up?
Or is ...
2
votes
2answers
862 views
Does my 2D OpenGL renderer need optimized?
I've started a game engine for learning purposes. I have successfully gotten an opengl renderer working and I can draw textures of varying sizes to the screen. The way I have done this is by creating ...
0
votes
1answer
337 views
SpriteBatch.end() Issue because of a thread
While playing, I use a thread to Load() and Unload() Texture2D.
I have multiple ContentManager to only Unload() Texture2D I want to unload.
But sometimes, I have this issue on the SpriteBatch.End() : ...
1
vote
2answers
124 views
Textures loading too large on smaller monitors
I have an XNA game, and when i run the game the textures load all good on my computer and on my tv and they're all bring drawn in the right position. But on my laptop, which screen is smaller then ...
2
votes
3answers
3k views
XNA SpriteBatch.Draw with rotation, scaling and origin?
I use a 1x1 pixel 2d texture as source for SpriteBatch.Draw. The texture is scaled and rotated around an origin. The left image is only scaling. The right one scaling + rotation around the origin at ...
1
vote
0answers
983 views
Depth sorting 2D textures in a batch with OpenGL ES 2.0
I have a combo of texture atlases and sprite batches in an OpenGLES 2.0 2D game I'm developing which is working well, but I have a problem with depth sorting.
I'm using atlases to reduce the number ...
1
vote
1answer
3k views
Repeat texture in a scrolling game
The bottom region of the screen is filled by a repeated texture:
grassTexture = new Texture(Gdx.files.internal("images/grass.png"));
grassTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
...